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[MP] TPOG Guide to FBW-GG


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#1
Jernau11

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The Player of Games Guide to Firebase White – Geth, Gold (FBWGG)

IMPORTANT: THERE ARE A LOT OF WAYS YOU CAN SUCCESSFULLY DO FBWGG. THIS IS JUST AN EXPLANATION OF ONE OF THE MOST COMMON ONES IN USE RIGHT NOW. THIS POST IS IS NOT AN EXCUSE TO ACCUSE ANYONE OF DOING IT WRONG. THE INTENT IS TO INFORM NOT CHASTISE.

Also:

POSTER REQUEST: PLEASE DO NOT TURN THIS THREAD INTO A FBWGG SUCKS/IS TOO EASY/ANTI FARMER THREAD

Currently this post does not deal with how to do Wave 3,6, & 10 missions. My best advice for those is try and control the spawn points and work together.

There are a lot of new players coming to gold these days and the intent of this post is to help them out with the
common shared tactic that has evolved for FBWGG. Many people have posted on this forum about how easy FBWGG is. I think its important to point out here that FBWGG is not one of the easiest of the gold missions because of grabbing, good lines of fire or convenient cover. It is one of the easiest gold mission because a lot of players put in a lot of time and effort creating the strategy and then disseminating it to other players through their game play. Whenever I finish a successful gold mission there I always like to think, “Thank you whoever worked to create this strat”.

Teamwork is also just as important a factor in making FBWGG missions successful. As a player you only
account for ¼ of how well a mission goes so when a mission goes well, be thankful for that other ¾th majority of your team.

The Downstairs Desks - The place you want to be.

One of the main reason FBWGG has become such an effective location is because in the lower area desks (see map). These desks allow players to four things:

  • Control the spawn points: No geth will spawn behind you. This is a big deal on gold as being attacked from one direction (as opposed to being attacked from four) is much easier to manage.
  • No Flanking: If done properly, Geth will not be able to flank you. Flanking is when the enemy walks around you and attacks you from multiple sides.
  • Good Cover: If done properly, you will always have good cover availble to you. Your behind a desk
    shooting at Geth that are walking around in the open. You have the advantagous position here.
  • The Grab: Geth don't have grenades. If your behind the desks, they can't flush you out by bombing you. Instead they run up to the desk and try to shoot you out. While they do this, if you hit "F" when the balled fist graphic pops up you will execute a grab. Your immune to damage when grabbing someone so don't be shy about using it.
  • Easy Medgel Applications: Everyones together, if someone falls, there are plenty of people close by to revive them.

Now on to the FBWGG locations I've outlined on a map taken from the Prima Strategy Guide for ME3. (Its a great guide for those who want to know where to find almost everything in the game). As you can see I've tried to organize the locations on the map into Low (Green), Medium (Yellow), and High (Red) risk locations. This is in no way an exhaustive list of spots people can take but in my experience these are the most successful ones for reasons I'll explain in the specific spots.

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[*]Location A & B: These are two of the best spots. Its safely behind a desk and it's firing arc covers the two main stairways where most of the Geth will approach from. If you have a Salarian Engineer in your team, you'll want them here so they can park their decoys right on top of location K which for anything other than a semi-translucent decoy would be suicide. This is the location most likely to result in your doing a lot of grabs. Geth (who do not throw grenades) will from time to time walk right up to the desk and try to shoot over or jump over it. When this happens and you see the balled first arrow, hit your grab key (F on a PC) and you'll execute the Geth.

[*]Location C & D: These are great spots for wave 6+ when you start to encounter 2-3 Geth Primes at a time. The firing arc covers the area in front of A & B and also provides good access to the spawn point directly below the ladder coming from the landing pad.

[*]Location E & F: These are awesome spots for Infiltrators. It gives them a good line of fire and avoids the problem of having the largest firing arc to get shot at from.

[*]Location G : I've labeled G as a the only medium risk location on the map because of the difficulty in managing the Geth there. Playing from that location is not a question of just killing everything you see, its also a question of being able to loose Geth without dying and/or sending them through the back door to attack your unsuspecting group. I strongly recommend using an infiltrator at this spot for a few reasons. First infiltrators are one of the best classes with sniper rifles and unlike the rest of the locations discussed so far which are short-medium range, this location runs the gambit of short/medium/long range. More importantly an infiltrator can and frequently needs to use his tactical cloak ability to prevent the Geth from overwhelming their position. Think of using tactical cloak as turning on the overflow switch which routes the Geth back in front of A though F. For these reasons I believe location G is one of the hardest spots to manage. Given that the rewards for playing it are at the best of times similar to A, B, & E I strongly advice not taking it if you have any question of wither you can manage the Geth from it or not.

[*]Location H: If you've read the entry for location G, you probably already have some idea of why H is a problematic spot. Of all the high risk locations I've outlined, H is probably the least likely to get you killed, but it is still much more likely than any of the medium and low risk locations I've pointed out. Worse yet, its equally as likely to get your group wiped. The reason for this is that having someone at location H makes it much harder for someone in G to control if the Geth are walking into the building and in front of locations A through F or not. If there are two people at G & H, whoever is in location G can't use their tactical cloak as an emergency overflow switch to shunt geth in front of A though F. Think very carefully before take this spot. There is also less here to gain then by being in A, B, or E.

[*]Locations J though O: These are some of the worst spots you can pick on FBWGG. There are many reasons why they are bad, but the biggest of which is that dying there, and most people who pick these spots seem to die very quickly, will subject your teammates to having to expose themselves to fire in order to Medigel you back. Even if you do manage to get back in, there's a very high likelyhood that you'll die again as Geth overwhelm these locations. I believe there are only a few reasons why someone would try and hold one of these positions, first because they don't know any better. If so, its not unreasonable to politely tell the player they're in a very risky spot. The other reason is if that player believes being here will give them an advantage on the leaderboard. In addition to this being an extremely selfish reason to be there, which puts the group at risk, it also has the added effect of reducing the effectiveness of your group by bottlenecking the Geth at the location your at. In other words less Geth die.

Disclaimer: I didn't create this strategy. Many smarter people than I who came before me did. I just learned it from them after playing way too many FBWGG missions. If you can create a better strategy I'd love to hear about it and better yet, get to try it out with you.

Good Hunting,
-Jernau11

Modifié par Jernau11, 05 juin 2012 - 07:21 .


#2
Morthasa

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Good GOD!

I was just thinking: I need to find a thread like this.

Just one suggestion: you might also want to post an external link to a higher resolution picture, as some of the writing comes out as a bit tiny.

Thanks for this thread.

EDIT: never mind I just noticed you can just click on the picture ^_^U

EDIT2: You might want to add an evaluation of the spots for the last wave (for completion) as camping in A-G stops being advantageous in the extraction wave.

Modifié par Morthasa, 05 juin 2012 - 07:27 .


#3
Jernau11

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Another good thread on FBWGG is posted here.

Morthasa wrote...

EDIT2:
You might want to add an evaluation of the spots for the last wave (for
completion) as camping in A-G stops being advantageous in the
extraction wave.


Best last wave spots are usually right around the Cerberus fighter. Just be really careful about letting anything sneak around your left flank, especially by the ladder there. Make sure anything moving towards it dies very quickly.

Lately a lot of people have taken to running up to the upper level and fighting out there around O, and this can be a more dangerous spot to slug it out with them, especially when you get primes walking up the stairwell on your right flank. I don't mind this as much because frankly during the evacuation wave I could care less if I die.

Also, note for new people: Using medgel and rockets after the wave 10 mission doesn't technically gain you anything as you'll get paid the same if you wipe. Some people even wipe right after on purpose to save the 3 - 4 minutes the evactuation wave takes.

Modifié par Jernau11, 05 juin 2012 - 08:31 .


#4
daan76

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For wave 11 I've find it best to stay in the spots mentioned above and then run to the extraction spot about 30-40 seconds before time zero (40 seconds probably best just in case you encounter something. Leave the desk area by the back door and run round to the side stairs which go up to the landing area.
This method draws enemies to the back of the map leaving the extraction area geth-free.

#5
Lee80

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oy, still don't understand why people who are farming insist on extraction. However, I do agree with daan76's strategy for extraction if you really must do it.

#6
Jernau11

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Daan76 & Lee80Alabama: I think doing this will prob get you killed running through a wall of pyros at the two spawn points you would run past.

Modifié par Jernau11, 05 juin 2012 - 03:20 .


#7
daan76

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If you see a fresh spawn at the bottom of the stairs (no laughing at the back please) then you can always leg-it up the ramp.

#8
DeathIsHere

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This is interesting. I've been playing a sniper recently (a Turian Sentinel with Valiant II, Hurricane I for close range support) and I usually take position H. I feel like it's the easiest place to snipe from (so long as nobody else is out there) and if you're careful it doesn't draw too much fire (flank wise). I usually move around wave 6 though because once multiple Primes start popping up, I don't want to risk the chance of a Prime walking towards me and thus merking me to death.

With that said, the two spots you mentioned for snipers (E&F) always seem kinda limited to me. E wouldn't be too bad but going out of cover there tends to go wacky and send your camera flying all about. F's view gets obstructed by the walls and such making it only useful if the room is being flanked with Primes and such.

#9
Jernau11

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F has a perfect angle on stuff coming down the outside stairs. Better than any other position for that. Also remember these positions can be fluid for some. Although if your playing a turian setinel wouldn't A or B be a better place to be given your durability. I've had a lot of games where the toughest classes leave the spot open. Kind of boggles me.

Modifié par Jernau11, 16 juin 2012 - 10:10 .


#10
DeathIsHere

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I'm guessing the strategy with it then is to stand out of cover (as opposed to trying to pop in from behind the door)? I haven't tried that, I'll test it out on my next run.

#11
Jernau11

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DeathIsHere wrote...

I'm guessing the strategy with it then is to stand out of cover (as opposed to trying to pop in from behind the door)? I haven't tried that, I'll test it out on my next run.


I would use the door angles. Particularly the right middle side of it.

#12
RukiaKuchki

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This is great - are there any guides like this for the other maps? I've only finished gold on White and Reactor....always get overwhelmed on wave 10 :-(

#13
Jernau11

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When I get some time I might do one for dagger and/or glacier. Glacier is more of a movement dynamic though, especially with reapers. I wanted to add missions to this one though.

Modifié par Jernau11, 16 juin 2012 - 11:39 .


#14
planeswalker85

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Props to you for making this, its very useful!

You might want to add though somebody as you stated preferbly experienced should be at spot G. I'm usually there either as a AA or any infiltrator (helps with disable objectives). This is because the rest of the team are usually at A to E and if theres no one outside, they will easily get flanked and overrun.

Especially at later levels when 3 geth primes will happily march in spamming turrets behind the counters plus the occasional geth with brain that will walk to the back entrance.

Modifié par planeswalker85, 19 juin 2012 - 04:09 .


#15
Jernau11

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G is a tough spot. People screw it up a lot. If your doing G you need a "They shall not pass!" mentality, I use more missiles and med-gels out there and anyone there should be prepared to do the same. Typically only hunters, troopers and rocket geth are the only ones who will try and flank though the back door. Anyone at the far desk can take them. A bad player at G will bring Geth Primes and pyros though and then it gets ugly fast. I'd rather leave it empty then chance that with an unknown. Also, tactical cloak at least let's you shake them or better yet sends them back in the side door.

Modifié par Jernau11, 22 juin 2012 - 08:12 .


#16
ErrorTagUnknown

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Kudos to you sir. I've noticed, the last few weeks, FBWGG has gotten ugly.

It used to be farmers who had this strategy down... so when the almighty matchmaker threw me in FBWGG (which i'm usually down to play once if i get thrown in) it always went fairly well.

Now it's a lot of people who seem to think that it's just magically easy. i've been saying over and over.... "It's not that it's particularly EASY - it's just that there is a standard strategy that is effective, and that everyone knows" But these days a lot of people don't seem to know it. I have to try my best to be patient and kindly (sincerely, kindly, politely) tell people to get away from the G/H areas where they are drawing primes to flank us (usually after i have to waste 2 rockets to save the wave....

i tried to get a thread going a while back to get standard strategies for ALL the map/enemy combinations --- But people didn't seem to see my point.

But FBWGG can't be the only one where there is a strategy that will just annihilate the enemy.

#17
aerowars617

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DeathIsHere wrote...

This is interesting. I've been playing a sniper recently (a Turian Sentinel with Valiant II, Hurricane I for close range support) and I usually take position H. I feel like it's the easiest place to snipe from (so long as nobody else is out there) and if you're careful it doesn't draw too much fire (flank wise). I usually move around wave 6 though because once multiple Primes start popping up, I don't want to risk the chance of a Prime walking towards me and thus merking me to death.

With that said, the two spots you mentioned for snipers (E&F) always seem kinda limited to me. E wouldn't be too bad but going out of cover there tends to go wacky and send your camera flying all about. F's view gets obstructed by the walls and such making it only useful if the room is being flanked with Primes and such.


I agree with this, if you're alone outsid, H is ideal to snipe anyone walking down the ramp and usually only have to deal with the odd Rocket or Hunter sneaking up, I usually take this spot and have been very successful as Geth/Salarian/QM infiltrators here. Also, H is useful as if A-B get swarmed from the inside, you can quickly run round to F to support the A-B guys, whereas G you have a risk of being more exposed while running... then BAM a hunter stun locks you to death!

BTW, is there another map which has a clear "successful strategy" for dealing with Gold enemies, I know Firebase Dagger with Cerberus on Gold is a good map for a methodology to stick to which will work alot of the times. I sure wouldn't mind seeing forum advice for that one as we tend to get slaughtered with a million turrets in the open areas!

Modifié par aerowars617, 23 juin 2012 - 05:01 .


#18
planeswalker85

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Jernau11 wrote...

G is a tough spot. People screw it up a lot. If your doing G you need a "They shall not pass!" mentality, I use more missiles and med-gels out there and anyone there should be prepared to do the same. Typically only hunters, troopers and rocket geth are the only ones who will try and flank though the back door. Anyone at the far desk can take them. A bad player at G will bring Geth Primes and pyros though and then it gets ugly fast. I'd rather leave it empty then chance that with an unknown. Also, tactical cloak at least let's you shake them or better yet sends them back in the side door.


Thats very true, but an Asari Adept or any Infiltrator should be able to do it. Plus with some players nowadays they get suprised if no one is guarding the back door. They forget about it alot.

#19
Jernau11

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If you read the post on G you'll see my explanation for how infiltraitors can use use tactical cloak to control what comes at them. Asari cannot do this. Best asari position is A or B. if you want to play H instead of G that's fine just make sure nothing gets into the back door, and try to avoid having both H and G occupied.

Modifié par Jernau11, 24 juin 2012 - 01:55 .


#20
ka243

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Location g is a great spot for a decent infiltrator on waves 1 and 2. Goes faster with little risk of being overrun. Its good for a very good infiltrator up to wave 6. After wave 6 it shouldnt be used at all.

You should talk about decoy placement and team composition too. Playing with a salarian engineer with a decoy specced for duration and shock is very important!!!  My success rate is much higher playing with an si than without one.  If nobody else wants to play si, do it yourself.  Youll be happy you did and your team will thank you.  Other important things are at least 1 infilttator for the disarm 4 things mission and ideally 1 overload user (geth engineer with healing turret works very well.  This is unnecessary if there are 3 infiltrators and one salarian engineer.  Salarian infiltrators work well with cloak and energy drain due to lots of shielded enemies. 

Tip: at the beginning of the extraction wave, place the decoy in the middle of the left stairs going down to the room with the desks. The enemies will get stuck there until the decoy wears off. On other waves place the decoy in front of location a.  It can be placed to the right or left of a depending on where most of the enemies are coming from.  Usually just to the right of a in the middle of the doorway is the best spot but not always.

Dont run to the extraction zone until theres about 30-25 seconds left'. You dont want the enemies swarming the extraction point.

By the way i love your spawn point map! Could you make one like that for other maps?  I would love to see similar threadsqbout other maps which are much harder than this one.  Obviously theres less of a one good way for other maps but generalmstrategy could still be discussed.

Modifié par ka243, 24 juin 2012 - 01:50 .


#21
Jernau11

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Christpuncher wrote...

But FBWGG can't be the only one where there is a strategy that will just annihilate the enemy.


aerowars617 wrote...
BTW, is there another map which has a
clear "successful strategy" for dealing with Gold enemies, I know
Firebase Dagger with Cerberus on Gold is a good map for a methodology to
stick to which will work alot of the times. I sure wouldn't mind seeing
forum advice for that one as we tend to get slaughtered with a million
turrets in the open areas!


Pretty much all maps with Geth will work with this type of strategy. Cerberus (grenades) make camping harder, and reapers make it impossible. In order to do Reapers you have to pretty much stick together and be always on the move. Glacier is a good place to learn this tactice.

I think the point of White is its a good teaching map for working out group tactics.

ka243 wrote...
Location g is ...


If you want to stick around at G there are some good tip listed for it in the article on using TC to control the flow of enemies towards you. Sometimes its best to punch TC and not follow it up with a saddled shot. Just sitting there cloaked can make enemies turn into the doorway.

Modifié par Jernau11, 24 juin 2012 - 04:30 .


#22
ryoldschool

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This was helpful. I don't really look for farming, but if I run into a group doing it, I help out. The funny thing is I play infiltrator and ALWAYS go to location H, which make me laugh because you say its a horrible place. Unfortunately, I came to the same conclusion that location F is better, because the dangers you mention happen a lot - hunters come down there to take you out, you are by yourself, then they get in the back door.

At location H when the Primes spawn at the left ( in your diagram ) of the LZ their damn turret will shoot your shields to hell and they also have a nasty habit of when they work their way into the room from outside of placing their damn turret almost at location G - so you have to shoot that first. Did I mention that I don't like those (damn) turrets?


Anyway this was a really good entry, thanks for the effort.

#23
samurai crusade

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Good guide. I've had 100% success on gold when I've played as or with a competent salarian engineer that spams decoy. It only gets tricky with the new package missions but a well placed rocket saves time and money :)

#24
OfficialDKnO

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Wow, this is a great guide to players that haven't farmed creds doing FBWGG. I really like the map you have up there. Def the best guide I've seen. Do you or anybody have Gold Guides to other maps?

Modifié par OfficialDKnO, 27 juin 2012 - 10:34 .